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USF Mortar Halftrack & M1 Pack Howitzer Need Nerf

12 Jun 2019, 12:29 PM
#1
avatar of thekingsown10

Posts: 232

USF Mortar Halftrack

For only 25 munitions you can saturate an entire area with white phosphorus which very quickly reduces all units in the cloud to an hp of 1 .

To make matter worse you can't just run out of the way as it for some ludicrous reason has a slowing effect. It's arguably even better than late game artillery as 2 or 3 m21's will waste the entire area and even a nearby medic bunker at a cost of 150 manpower and 60 munitions isn't enough.

USF M1 Pack Howitzer


This units accuracy is a major problem its just far too high it feels like everything fired is laser guided. 1 of these will easily do as much damage as 2 mortars at much longer ranges.

12 Jun 2019, 12:35 PM
#2
avatar of Katitof

Posts: 17883 | Subs: 8

Suggested fix to the problem:

Move

Ost MHT can do exact the same, but it kills.
12 Jun 2019, 12:35 PM
#3
avatar of Vipper

Posts: 13476 | Subs: 1

The current USF tech system is problematic. They have better aggressive option than Ostheer and almost as good defensive option.

USF MHT is superior to Ostheer for no apparent reason, it even got buffed in timed delayed round.

Imo one could try moving mortar to captain. That would make Captain more attractive and bring LV play closer to OKW.

Pack howitzer could then be moved to major replacing the Scott which way to powerful and could become a doctrinal unit.
12 Jun 2019, 13:11 PM
#4
avatar of thekingsown10

Posts: 232

The USF Mortar Halftrack white phosphorus should be at a cost of 50 munitions and slowing effect should be removed completely.

The Pack Howitzer simply needs an accuracy nerf .
12 Jun 2019, 13:42 PM
#5
avatar of GI John 412

Posts: 495 | Subs: 1

USF mortar halftrack has relatively short range, low HP and is locked to a doctrine. If your opponent builds several of them he has left himself vulnerable to tanks, especially StuGs which can very cost effectively poke in as a pair and knock out a mortar halftrack. Spamming munition abilities will also limit his ability to equip his units with LMGs allowing you to win the infantry fight as long as you keep moving.

So go lightning war and get G43s, stay mobile and get a pair of StuGs. Also get some Panzergrenadiers to supplement your AT with panzershrecks so you can stay mobile and back up your StuGs while you stall for the Tiger. A highly mobile force of G43 Grenadiers, Panzershreck teams, 2 StuGs and a Tiger will handily defeat any strategy that over uses mortar halftracks.
12 Jun 2019, 13:50 PM
#6
avatar of Wittmann39

Posts: 57

jump backJump back to quoted post12 Jun 2019, 12:35 PMKatitof
Suggested fix to the problem:

Move

Ost MHT can do exact the same, but it kills.


You are comparing a single incendiary round (45mun) to white phosphorous barrage(25mun)?
Plus, US truck has an additional option in delayed fuse barrage (25mun).
Nobody cant deny the fact that USF mortar halftruck is a better choice than ostheer counterpart, yet at the same price. A total imbalance.
12 Jun 2019, 13:55 PM
#7
avatar of Katitof

Posts: 17883 | Subs: 8



You are comparing a single incendiary round (45mun) to white phosphorous barrage(25mun)?
Plus, US truck has an additional option in delayed fuse barrage (25mun).
Nobody cant deny the fact that USF mortar halftruck is a better choice than ostheer counterpart, yet at the same price. A total imbalance.

You going to ignore the fact that WP barrage -DOES NOT KILL- while incendiary DO?
You going to ignore the fact that delayed fuse is completely ineffective against infantry, unless you're blisfully unaware to what the timer on the ground that appeared suddenly is and its sole purpose is to poke at static structures?
12 Jun 2019, 13:59 PM
#8
avatar of EtherealDragon

Posts: 1890 | Subs: 1

jump backJump back to quoted post12 Jun 2019, 12:35 PMVipper


Imo one could try moving mortar to captain.



I don't see how that would work. The whole reason the Mortar was placed in T0 was to give USF more diverse build orders and to help deal with MG42 in early game. Avoiding locking core tools behind tech is the whole reason USF tech was redone so I don't think doing this as a roundabout way to nerf a unit locked behind tech already is the answer. If anything the AoE on Pack Howie just needs slightly toned down a bit so that 2 shots near squads don't instawipe.
12 Jun 2019, 13:59 PM
#9
avatar of Wittmann39

Posts: 57

jump backJump back to quoted post12 Jun 2019, 13:55 PMKatitof

You going to ignore the fact that WP barrage -DOES NOT KILL- while incendiary DO?
You going to ignore the fact that delayed fuse is completely ineffective against infantry, unless you're blisfully unaware to what the timer on the ground that appeared suddenly is and its sole purpose is to poke at static structures?


It kills, but its not accurate enough to always hit the target and not slows down infantry, so they have the chance to escape easily. White phosphorous barrage is really hard to react, while a single inaccurate shot is easy to avoid being killed.

I have seen many timely use of delayed fuse barrage. And, even if you are right, a sole purpose is a sole purpose which ostheer one lacks.
12 Jun 2019, 14:07 PM
#10
avatar of Diablo

Posts: 20



I don't see how that would work. The whole reason the Mortar was placed in T0 was to give USF more diverse build orders and to help deal with MG42 in early game.

Yes but then the problem rises that Wermacht has to deal with rifleman without mg support an they just outclassed them. Of course getting a wehr mortar kind of works out but that is 240 manpower which is another grenadier and more map presence.
12 Jun 2019, 14:13 PM
#11
avatar of Katitof

Posts: 17883 | Subs: 8

jump backJump back to quoted post12 Jun 2019, 14:07 PMDiablo

Yes but then the problem rises that Wermacht has to deal with rifleman without mg support an they just outclassed them. Of course getting a wehr mortar kind of works out but that is 240 manpower which is another grenadier and more map presence.

And getting a mortar means you have 1 less rifle to deal with......
Its always hilarious when people say that building X unit deprives them from Y unit, but it never seem to be the case for the opponent with more expensive units.
12 Jun 2019, 14:21 PM
#12
avatar of Widerstreit

Posts: 1392

USF mortar halftrack has relatively short range, low HP and is locked to a doctrine.


You ever used Ostheers SdKfz. 250 moratar vehicle? lol US version is OP as fuck. xD



Mybe some Allii fanboys should start playing Germans. Play versus your team and you will see. ;D
12 Jun 2019, 14:27 PM
#13
avatar of Diablo

Posts: 20

jump backJump back to quoted post12 Jun 2019, 14:13 PMKatitof

And getting a mortar means you have 1 less rifle to deal with......
Its always hilarious when people say that building X unit deprives them from Y unit, but it never seem to be the case for the opponent with more expensive units.


Right i forgot that karabiner is clip based and grens have 5 people in a squad. And if i remember corectly rifleman are 280 manpower when grens are 240. I would not say 40 manpower is way to expensive for better rifles and 5th man.
12 Jun 2019, 14:28 PM
#14
avatar of blvckdream

Posts: 2458 | Subs: 1

USF Mortar Halftrack

For only 25 munitions you can saturate an entire area with white phosphorus which very quickly reduces all units in the cloud to an hp of 1 .

To make matter worse you can't just run out of the way as it for some ludicrous reason has a slowing effect. It's arguably even better than late game artillery as 2 or 3 m21's will waste the entire area and even a nearby medic bunker at a cost of 150 manpower and 60 munitions isn't enough.

USF M1 Pack Howitzer


This units accuracy is a major problem its just far too high it feels like everything fired is laser guided. 1 of these will easily do as much damage as 2 mortars at much longer ranges.




The white phosphorus is indeed very annoying to play against. Should probably just get a bigger munitions cost to be honest. The slow down effect wouldn't be that big of a deal if the ability was priced different.

Pak Howi accuracy is not the problem but AOE profile is. Right now it does both constant damage and wipes like crazy. So it's OP indeed. Keep accuracy high but give it less close and mid range AOE so it becomes less deadly while keeping the far AOE the same so it constantly does damage without wiping.
12 Jun 2019, 14:38 PM
#15
avatar of Widerstreit

Posts: 1392


Pak Howi accuracy is not the problem but AOE profile is. Right now it does both constant damage and wipes like crazy. So it's OP indeed. Keep accuracy high but give it less close and mid range AOE so it becomes less deadly while keeping the far AOE the same so it constantly does damage without wiping.


Same for Scott M8A1.
12 Jun 2019, 14:42 PM
#16
avatar of Wittmann39

Posts: 57



You ever used Ostheers SdKfz. 250 moratar vehicle? lol US version is OP as fuck. xD



Mybe some Allii fanboys should start playing Germans. Play versus your team and you will see. ;D


The solution is simple. Either one should nerf US one, or buff Wehr one to the levels of its US variant. Wehr MHT is more of a joke against US's.
12 Jun 2019, 14:48 PM
#17
avatar of The_Flying_Flail

Posts: 53

i find both pretty well. The OST halftrack incendiary is better than the USF White pho’s because it actually kills .
12 Jun 2019, 15:09 PM
#18
avatar of Lago

Posts: 3260

jump backJump back to quoted post12 Jun 2019, 12:35 PMVipper
Imo one could try moving mortar to captain. That would make Captain more attractive and bring LV play closer to OKW.


The mortar was added in the first place because USF otherwise had to tech Captain for garrison clearance.
12 Jun 2019, 15:26 PM
#19
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

I thought lowering the pak howi to 5 man fixed its problems................................... Kappa

Just change the AoE profile so it doesn't obliterate 4 man squads in 1 shot. That's it!
12 Jun 2019, 15:27 PM
#20
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

WP barrage cost should go up to match that of the flame barrage.

Pack Howie should had never had an auto attack and instead improved barrage capabilities.
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